Star Wars Outlaws Wiki: Planets, Factions, Ships & Gear Guide
Your comprehensive guide to Star Wars Outlaws: explore planets like Toshara and Akiva, join factions (Crimson Dawn, Pyke Syndicate), compare ships (Trailblazer vs. Stinger Mantis), and find top gear builds.
When people ask me what Star Wars Outlaws actually plays like, I tell them it's what happens when you take the open world structure of a Ubisoft game but strip out the leveling system, replace XP with reputation, and set the whole thing in the grimiest corners of the Star Wars universe. No Jedi. No lightsabers. Just a thief, her pet merqaal, and a galaxy that wants her dead or in debt, preferably both.
Kay Vess isn't special in the way Star Wars protagonists usually are. She can't use the Force. She doesn't have a destiny. She's good at two things: staying alive and making terrible decisions about which criminal organizations to trust. The game leans into this hard. Your only path to power is reputation and gear. No skill trees that grant magical abilities. Instead you unlock new capabilities by tracking down nine experts hidden across five planets and completing the challenges they give you. Want to silent takedown from cover? Find the stealth expert on Kijimi. Want better ship handling? There's a pilot on Tatooine who can teach you, but first you have to win a speeder race in a sandstorm.
The planets themselves cover a lot of ground tonally. Toshara is the frontier moon where everything starts. Savannah, rock formations, a port city called Mirogana that serves as your first real hub. The planet teaches you the game's rhythms without holding your hand. Akiva is jungle and Imperial occupation, heavy on tension. Kijimi is the frozen city from Rise of Skywalker, but decades earlier in the timeline and crawling with Ashiga Clan operatives. Cantonica hosts Canto Bight, the casino city, neutral ground where the syndicates maintain an uneasy truce. Tatooine needs no introduction. Mos Eisley, Jabba's Palace, the Dune Sea, podracing side activities if you go looking for them.
The reputation system ties every location to every faction. Crimson Dawn runs intelligence and artifacts from Akiva and Cantonica. The Pyke Syndicate controls spice from Toshara and Kijimi. The Hutt Cartel handles gambling, bounty hunting, and brute force from Tatooine and Cantonica. The Ashiga Clan owns Kijimi outright and specializes in tech and espionage gear. There's no path that makes everyone happy. The math is zero sum. Helping one syndicate costs you standing with at least one other. The question isn't whether you'll make enemies. It's which enemies you can afford to have.
Reputation perks are faction specific and honestly they're the main reason to care about the system. Crimson Dawn opens smuggling routes that cut travel time. The Pykes discount illegal tech. The Hutts add cargo space to your ship. The Ashiga Clan sells a stealth cloaking device that gives a full minute of near invisibility but burns out on use. At high reputation levels you unlock exclusive missions with legendary rewards. At low levels you unlock bounty hunters and locked vendor inventories.
Your ship is the Trailblazer, a YT-series freighter that starts out barely functional. Base speed is awful. Shields are thin. Cannons hit like you're throwing rocks. It gets better but only if you invest. Weapon upgrades come from scavenged parts, faction vendors, and hidden caches. The stealth module lets you run silent in space for thirty seconds, which makes smuggling missions go from suicide runs to tense but manageable. Overclocking engines gives a speed burst at the cost of a cooldown that leaves you drifting. Missiles have a lock range of around 200 meters but firing a little inside that makes them way harder for enemies to dodge.
Compared to the Stinger Mantis from Fallen Order, which shows up briefly in one chase mission, the Trailblazer is slower but way more customizable. The Mantis is fast and fragile. The Trailblazer is a workhorse you can build for speed, combat, or stealth depending on what parts you prioritize.
Gear is mostly about your blaster. The DL-18 starter pistol is fine for the first few hours. Upgrade to the DH-17 with stun rounds as soon as you can afford it, the arms dealer in Akiva City sells it after the First Contact quest. The DL-44 on Cantonica is the late game damage option. Mods stack multiplicatively, not additively, so chasing one stat to the exclusion of everything else is a trap. A twenty percent crit chance mod on a ten percent base gives you twelve percent, not thirty. Build for synergy across multiple slots.
For gadgets, the grappling hook is essential for traversal and doubles as a takedown tool once upgraded. The hacking tool handles terminals, turrets, and eventually level three security doors. Smoke bombs and EMP grenades round out the utility slots but honestly I used Nix more than any gadget. He distracts guards, fetches items, triggers switches, and once you internalize his cooldown timing he becomes the most versatile tool in your arsenal.
I beat the main story in about thirty hours doing most but not all of the side content. The 21 main missions are paced well and the finale on the Outer Rim Station is genuinely tense, a timed escape sequence with no checkpoints. The two DLC expansions, Wild Card with Lando and A Pirate's Fortune with Hondo Ohnaka, add maybe ten hours each and some of the best character writing in the game. For a first playthrough I'd recommend picking two factions to focus on, investing in shield upgrades before engine upgrades, and never, ever fast traveling through Pyke territory with low reputation.
A quick note on the DLC because both expansions are worth playing if you enjoyed the base game. Wild Card came out in November 2024 and centers on Lando Calrissian. It's a sabacc focused side story that somehow ties into a much larger conspiracy involving Imperial intelligence and a rigged tournament with stakes way higher than credits. The writing is sharp and Lando is written exactly how you'd want him to be: charming, untrustworthy in the most likeable way, and always three moves ahead.
A Pirate's Fortune released in May 2025 and features Hondo Ohnaka, the Weequay pirate from Clone Wars and Rebels. He hires Kay for a treasure hunt that goes about as smoothly as any Hondo Ohnaka plan ever goes, which is to say it falls apart immediately and everyone has to improvise. The interactions between Kay and Hondo are some of my favorite dialogue in the entire game. She's too smart to trust him and too broke to turn down the credits. He's too charming to take seriously and too experienced to ignore. Neither DLC is essential to understanding the main plot but both add substantial playtime and some of the best character moments in the game.